Phlyk

Warcors
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About Phlyk

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  • Birthday September 8

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  • Location Bristol, England

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  1. Don't have anything about template weapon usage (yet) but maybe I'll cook something up over the weekend. The Sixth Sense 1 vs Aerocam thing is mostly just force of habit. For a long time the Aerocam didn't actually have any rules associated with it and so SS1 was the default as it actually had a beneficial effect! Aerocam/360 Visor is probably better now though.
  2. Take a read of this: http://www.lead-rising.com/2015/06/the-humbler-war-correspondant.html
  3. Maybe the final condition for Reset should be: In his Reactive Turn, the trooper has an enemy declare or execute an Order in his Zone of Control or Line of Fire. Solved?
  4. I think I agree with @Teslarod on this one, although normally you'd be right as "AROs must choose the trooper activated by the Order as their target." "A Fireteam grants a single ARO to each enemy trooper within LoF or ZoC. So, each enemy trooper will be able to declare a single ARO against only one of the Fireteam members who are in their LoF or ZoC." It seems that it is the Fireteam as a whole that grants an ARO and so the entire Fireteam is a valid target. I imagine the same would be true for Coordinated Orders where some members have Stealth and others do not. The wording on all of this is a little woolly though.
  5. Okay, here are some fairly unordered thoughts: If you can't take Achilles, how about budget Achilles - Ajax! Not quite as good due to lacking MA4, but no TAG wants to eat DAM 16 Explosive attacks hitting on 28s. I think two Deva MSV2 is too many and I'd probably swap one with a Myrmidon Spitfire. Much of the time it provides similar odds but doesn't require Smoke setup. AS he can also then act as a Smoke thrower you don't need two Chain Rifle guys and can probably free one up to be a Dakini or Thorakitai or something. I'm a little concerned that your second combat group isn't actually doing anything apart from enabling Smoke from the Myrmidon. You may wish to consoloidate the two groups and by doing so can get rid of the vulnerable Netrods. You can do better with the Hacker. Whilst the Deva can indeed buff your REMS, it's not really going to be threatening TAGs due to its short range. I might replace the Lamedh with a Minesweeper instead seeing as Baggage may actually be useful. Your call on this one really. Here's my take on the list: Turnier Liste 2 - Anti Tag ────────────────────────────────────────────────── GROUP 110 DEVA Lieutenant Combi Rifle, Nanopulser + Devabot / Pistol, Knife. (0 | 27) DEVABOT Heavy Flamethrower / Electric Pulse. (4) DEVA (Multispectral Visor L2) Spitfire, Nanopulser / Pistol, Knife. (1 | 33) SOPHOTECT Combi Rifle, D-Charges / Pistol, Knife. (0 | 31) YUDBOT Electric Pulse. (0 | 3) NAGA Hacker (Assault Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 32) MYRMIDON Spitfire, Nanopulser, Smoke Grenades / Pistol, AP CCW. (1 | 31) MYRMIDON Combi Rifle, Nanopulser, Smoke Grenades / Pistol, AP CCW. (0 | 25) PROXY Mk.2 Hacker (Assault Hacking Device) Boarding Shotgun, Nanopulser / Pistol, Knife. (0.5 | 21) PROXY Mk.4 HMG, Nanopulser / Pistol, Knife. (2 | 25) PROXY Mk.5 (Forward Observer) 2 Submachine Guns, Nanopulser, E/M Grenades / Pistol, Knife. (0 | 10) DAKINI Tacbot Combi Rifle / Electric Pulse. (0 | 13) THORAKITES (360º Visor) Submachine gun, Chain Rifle / Pistol, Knife. (0 | 12) PROBOT (Minesweeper, Repeater) Electric Pulse. (0 | 8) GROUP 21 1 ZAYIN Rebot HMG / Electric Pulse. (1 | 26) WARCOR (Sixth Sense L1) Flash Pulse / Stun Pistol, Knife. (0 | 3) 6 SWC | 300 Points Open in Infinity Army
  6. 1. Depends on your LTs and the rest of the list. Obvious LTs are a bit of an Aleph thing, but they are normally quite tough and their direct template weapons often dissuade opportunistic attacks on them. Machaon with a Yudbot is a my LT of choice if I can fit him in. 2. Echoing the 'why not both' sentiment. They are both great units. Depends on the makeup of the rest of the list greatly though. If you don't have any MSV already (what the heck did you spend your SWC on?) then I'd take the Deva. On the other hand you can take a Zayin + Netrod + Warcor for the same cost which gives you some annoying ARO troops and more orders. 3. Achilles. He absolutely destroys TAGs in combat. Light TAGs (ARM 6 or less) die to Spitfires and HMGs just fine, especially if you can flank them, otherwise Smoke/MSV2 shenanigans or piling on Myrmidons in combat, or Hacking or just sheer weight of fire. If they go into suppressive fire then just drop Smoke on them and go about collecting objectives and massacring cheerleaders.
  7. Just a quick update as there is just over four weeks to go. We still have plenty more spaces available and can now confirm that we'll have prize support from both Corvus Belli and Micro Art Studio. We'll also be giving out a prize for 'best army', so get those paintbrushes out!
  8. During the Active Turn, all troopers who are part of a Fireteam activate with a single Regular Order from the Order Pool of their Combat Group. However, all members of a Fireteam must declare the same Order, declaring the same Short Skills of the Order or Entire Order as the Team Leader. Any Short Skills of the Order, or Entire Order, a Fireteam member cannot perform are considered an Idle. However, troopers will perform the Short Skills of that Order they are able to perform. In this situation, the other Fireteam members will perform their Order normally. Effectively, when a Fireteam is moved then everybody in it is activated and is a valid target for AROs and not just the Team Leader. The entire Fireteam generates a single ARO regardless of how many of the members a given reactive troop can react against.
  9. It does, although it is another half page of rule text and exceptions for what is fundamentally a fancy way of giving a weapon +1 Burst. Whilst I appreciate that weapons can be duplicated with Panoplies and Booty, I'd rather just give the user a re-roll than assume that everyone is capable of dual wielding Rifles. Scavenger was a skill I picked out as one that could be nixed without much loss so I deliberately didn't take it into account.
  10. For sure, they are far more evocative than the rather mechanical alternative I suggested. Having said that I can never remember which of the E/Marat, E/Mauler and E/Mitter does what and the names don't really give me any clue as to their intended function. In addition to what I mentioned, you could also have other keyword modifiers on a weapon such as using 'Rapid' instead of having the Twin Weapon rule. A Rapid weapon would just have +1 Burst when compared to normal, so Ajax would be armed with a Rapid Combi Rifle for example.
  11. I do think that Infinity suffers from rules bloat. There are just too many similar things done in different ways and too many niche rules that are created for one-off units. There are a lot of rules that are used rarely or only once or have negligible impact in the vast majority of games such as: Skills: Antipode, Dual-Wield, Explode, Heavyweight, Journalist, Marksmanship LX, Mechanical Transmutation, Poison, Scavenger, Transmutation. Equipment: Biolocator, Control Device, Deactivator, ECM, Minesweeper, Spotter, Nullifier. Others are just needlessly complicated like anything to do with Tinbots and I'm sure nobody would mourn the loss of Nimbus Grenades for too long. Most of these wouldn't be greatly missed if they disappeared or were replaced/simplified overnight [citation needed] although I do acknowledge that some of them are very fluffy and do enable interesting units like the Su-Jian. Some skills could probably be at least partially combined, such as Martial Arts, Guard and Protheion, Lo-Tech and Symbiont Armour, or AutoMediKit and Regeneration. Others could be done more cleanly such as replacing Dual Wield with CCWs that have two ammo types instead (like Missile Launchers). Profiles should have all their special skills spelled out too. If a troop has Regeneration then they should also have Shock Immunity. Veteran Level 2 shouldn't exist as it is just a keyword that grants two existing, common skills. Troops with Martial Arts should have Stealth and Courage listed out (although Surprise Attack is a bit of an odd case). Are five levels of camouflage really necessary? How about six levels of Airborne Deployment or even two levels of Booty? Might it be better to just give troops Shock weapons rather than the Marksmanship L1 skill? Whilst I do broadly agree with @Scactha, I wouldn't be nearly as extreme and especially not when it comes to weapons. In fact I think weapons are one of the things that are actually pretty good in that there is lots of good re-use of special ammunition. Once you know what a Rifle does, a T2/Viral/AP/Whatever Rifle is simple to work out. If I was to create a new weapon like a MULTI Carbine or a Viral HMG then you'd have a pretty good idea of what it would do. There is some bloat here too though. Would anybody really mind if Chest Mines were just replaced by Chain Rifles or if Molotoks/Red Furies just became AP/Shock Spitfires respectively? Is there any benefit to having Templar CC Weapons rather than just an AP+Shock CCW? I'd also suggest that there could be E/M Chain Rifles instead of E/Marats, also opening the door to AP Chain Rifles and so on. Basically I think things could be taken a step further and you could just have weapons that are reduced down to three elements: Base: E.g. Rifle. Defines Range bands, Burst and basic Damage. Ammo: E.g. Explosive. Defines the type of damage. Modifier: E.g. Heavy. Modifies the basic Damage up or down by one point as per Shotguns. This way I could create a Nanotech Heavy Rifle and you'd know that it had Rifle range brackets, DAM14 and forced saves using a BTS roll. Of course this would require a very significant overhaul of basically every weapon and profile!
  12. I used Pierzasty's collection of fluff text to fill in the gaps for things they didn't have on the store. Occasionally I combined the two where they were similar but different enough to warrant doing so (like in the Avatar I think) and sometimes I put both. There were quite a few times where CB had kept the text similar but had cleared up the wording a bit, so I presume they are reviewing it all bit by bit.
  13. Hi all, it gives me great pleasure to finally announce that Human-Sphere.com is now live! Human-Sphere is a Wiki that aims to create a full catalogue of all the miniatures produced by Corvus Belli for Infinity, including those that are limited edition, unreleased or just long out of production. Each page brings together a lot of information that was otherwise very distributed, including fluff text, a full listing of miniatures for each troop, faction and unit logos, and concept art. It also includes a listing of patches, tournament packs and other accessories. I hope you all find this resource helpful and I'd be grateful for any feedback. You can find a bit more information about the site on my blog.
  14. If you enable mercenaries in a faction that does not normally have troops of a certain type (e.g. Warbands in PanOceania) then that troop type will not appear in the Type dropdown even though there are Mercs of that type available - e.g. Yuan Yuan, Miyamoto.
  15. I was wondering if that was what you were getting at. Posthumans can be in coordinated orders, but only using one Proxy at a time. So a Dakini, Deva, Asura and a Proxy 1 could be in a coordinated order, but a Dakini, Deva, Proxy 1 and a Proxy 5 couldn't for example.